Diana

By heavenTime

1/17/2015 12:26:36 PM

2

This build guide is for Diana being played in the Jungle. Diana has good clear speeds, good dueling, and is very fun to play. In a world dominated by bruisers, Diana is a solid AP alternative in the jungle. She is a strong early game champion with great burst damage and mobility while offering a small amount of CC. The author is the jungler for team LoLPro.

Seals: Armor decreases the damage you take in the jungle early game, allows for you to tower diver better and makes you overall more tanky.

Glyphs: I pick Ability Power Glyphs as I won't be needing much Magic Resistance early in the game and I want to be as strong as possible in ganks.

Quintessences: Ability power quints just makes you a whole lot stronger.

Alternative Rune Builds:

Magic Resistance Blues work well if there is a lot of magic damage early game from their lanes and jungler.

Masteries

Points Available:30 / 30

Summoner Spells

Flash

Smite

Flash

Flash is necessary on most champions, and with Diana, you can combo that with Lunar Rush + Moonfall for a powerful initiate. It is also a valuable escape tool.

Smite

Smite is necessary to secure monster objectives such as Dragon and Baron and runic buff objectives such as Blue and Red. It also increases your jungling speed. A good thing to do when using Smite is to hover over the icon to see how much damage Smite will do and last hit the monster objectives once their HP falls below your current smite damage.

indeed ..nashor's tooth is a very good item for diana bcs of her passive...well,I would build crystall scepter instead of deathcap cuz diana doesn't need that much ap...i would do that in my opinion :)

I think Abyssal Scepter is a bit useless. Lich Bane will add so much more damage then the Abyssal Scepter but then again if they have a fed APC you will need some magic resist but i will always buy Lich Bane i find it a lot better then Abyssal Scepter.

You don't really see LichBane too much on Diana, but in the instances that I've seen it it has been quite powerful. I personally don't like it though. Abyssal gives you resists, which is quite important for jungle Diana as she is more of an 'in your face' character and preferably needs to soak up a lot of punishment. It also reduces the MR of everyone around her, which benefits your team's DPS as well as your own.

In my experience, Diana plays a the role of a strong initiator. So, she plays kind of like a jungle Jax would where he still needs damage, but due to being the teams initiator, he has to build resists and health, too. As you said, she is pretty in your face, so she should be optimized for that. An in your face damage dealer needs to advantage of as many free stats as they can so that they can afford to build defensive items. When I play Diana, I rush Spectral Wraith and the next item I get is Nashor's Tooth. Everyone knows why this is a good item on her, but to keep things simply, this fully abuses her passive giving her on hit magic damage and increased attack speed. Since AP itemization gives Diana access to both Magic Resist and Armour, the clear choices are Abyssal Sceptre and Zhonya's. As an initiator, having all of these resists and a ton of effective health from her shield (which she is guaranteed to get since she's starting a majority of the fights) make her extremely durable, despite not building any health or sustain. This leaves us with one more item slot. If the enemy team has a lot of armoriceborn gauntlet is a really strong item as it gives Dianamana (which she desperately needs), armor, and max cdr (assuming you have spectral wraith and nashor's). Since it is a sheen item, it increases Diana's burst dramatically, while also providing a lot of utility. If you need magic resist, wit's end is a good damage item while spirit visage is a good defensive item, giving you max cdr and more effective health. Assuming you need to sell your spectral wraith since it is really late into the game, GA or Warmog's are both really good options. With GA, you can rush the carry since you have an obnoxious amount of effective health. Combine that with Zhonya's and you are going to be extremely hard to kill. With Warmog's you are still much more durable, but you are playing more of a tank role by staying in the middle of the fight. Having 3k health and a ton of resist makes you are force to reckon with since you can't really be focused, but you are still doing absurd amounts of damage. So, final build would be:

Spectral Wraith, Sorcerer's Shoes, Nashor's Tooth, Abyssal and Zhonya's (get whichever one is more relevant first), and Iceborn. Selling Spectral Wraith for GA late game if diving, or swap it for Warmog's if tanking.

As a final note, one alternative build that I found interesting was Feral Flare, Wit's End, Merc Treads, Sunfire Cape, Spirit Visage, and Iceborn Gauntlet. This build has an obnoxious amount of sustain but has severe mana problems. Regardless, it's a lot of fun, so check it out if you want.

I really don't understand why you won't take leachbane on Diana since this item isn't really hard to make (Blasting Wand can be made into Abyssal Scepter, Leachbane or Rabandon depending of the opponent team or you snowballing) and it had so much burst to her. You will be able to make at least two proc, or three if you did well. This item give her so much burst and DPS, making the need for an early rabadon useless. It goes really well with the jungle low gold environnement.

With the new item cost what do you think about starting(600 less gold cost):

Kage Pick > Spirit of the Spectral Wrath > Athene's Holy Grail

Putting you at 29% CDR early, allowing a much higher likelihood of getting off your combo twice in a gank. Also, is the Orb dmg single-target? Regardless, the 20% spell vamp makes you more deceptively tanky than you were already even if it's not Diana's greatest stat.